[1378] | 1 | #include "dxstdafx.h"
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| 2 | #include "./Terrain.h"
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| 3 | #include <iostream>
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| 4 | #include "UserContactReport.h"
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| 5 | #include "NxPhysics.h"
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| 6 |
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| 7 | Terrain::Terrain(void):Node() {
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| 8 | this->nodeType |= GameScene::NODE_TERRAIN;
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| 9 | }
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| 10 |
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| 11 | void Terrain::generateTerrain(std::string filename, int _numVertsPerRow, int _numVertsPerCol)
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| 12 | {
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| 13 | numVertsPerRow = _numVertsPerRow;
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| 14 | numVertsPerCol = _numVertsPerCol;
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| 15 | cellSpacing = this->myScene->getWidth() / (_numVertsPerRow - 1);
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| 16 | heightScale = this->myScene->getHeight() / 255;
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| 17 |
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| 18 | numVertices = numVertsPerRow * numVertsPerCol;
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| 19 | patchSize = 16;
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| 20 | numberOfPatches = (numVertsPerRow-1)/patchSize * (numVertsPerCol-1)/patchSize;
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| 21 |
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| 22 | //read heightmap
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| 23 | heightmap = readRawFile(filename);
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| 24 |
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| 25 | //scale heights
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| 26 | for(UINT i = 0; i < heightmap.size(); i++)
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| 27 | heightmap[i] *= heightScale;
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| 28 |
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| 29 | //copy to checkmap
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| 30 | originalHeightmap.resize(heightmap.size());
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| 31 | for(UINT i = 0; i < heightmap.size(); i++)
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| 32 | originalHeightmap[i] = heightmap[i];
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| 33 |
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| 34 | //create Material(s)
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| 35 | standardMats = new D3DMATERIAL9[1];
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| 36 | memset(standardMats, 0, 1);
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| 37 |
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| 38 | standardMats[0].Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
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| 39 | standardMats[0].Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
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| 40 | standardMats[0].Specular = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
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| 41 | standardMats[0].Emissive = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
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| 42 | standardMats[0].Power = 5.0f;
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| 43 |
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| 44 | // load Dummy Texture for raytracer:
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| 45 | Textures.push_back(0);
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| 46 |
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| 47 | //load effect
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| 48 | loadEffect();
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| 49 |
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| 50 | //create patches
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| 51 | createTerrainPatches();
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| 52 | }
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| 53 |
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| 54 | Terrain::~Terrain(void)
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| 55 | {
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| 56 |
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| 57 | for (int i = 0; i < numberOfPatches; i++) {
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| 58 | //terrainPatches[i].clear();
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| 59 | }
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| 60 |
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| 61 | terrainPatches.clear();
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| 62 |
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| 63 | delete [] standardMats;
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| 64 | }
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| 65 |
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| 66 | void Terrain::setTextures(std::string texture0, std::string texture1, std::string texture2) {
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| 67 | this->texture0 = texture0;
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| 68 | this->texture1 = texture1;
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| 69 | this->texture2 = texture2;
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| 70 | this->texture3 = texture3;
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| 71 | }
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| 72 |
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| 73 | std::vector<float> Terrain::readRawFile(std::string fileName)
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| 74 | {
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| 75 | std::vector<float> heightmap(numVertices);
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| 76 | // A height for each vertex
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| 77 | std::vector<BYTE> in( numVertices );
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| 78 | std::ifstream inFile(fileName.c_str(), std::ios_base::binary);
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| 79 | if( inFile == 0 )
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| 80 | this->myScene->manager->printToConsole("Error loading heightmap");
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| 81 | else
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| 82 | this->myScene->manager->printToConsole("heightmap loaded successfully");
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| 83 |
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| 84 | inFile.read(
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| 85 | (char*)&in[0], // buffer
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| 86 | (std::streamsize)in.size());// number of bytes to read into buffer
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| 87 |
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| 88 | inFile.close();
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| 89 |
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| 90 | // copy BYTE vector to int vector
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| 91 | heightmap.resize(numVertices);
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| 92 | for(UINT i = 0; i < in.size(); i++)
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| 93 | heightmap[i] = in[i];
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| 94 |
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| 95 | return heightmap;
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| 96 | }
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| 97 |
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| 98 | void Terrain::loadEffect() {
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| 99 |
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| 100 | this->TerrainEffect = this->myScene->manager->getEffect(GameManager::EFFECT_TERRAIN);
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| 101 | if(!this->TerrainEffect) {
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| 102 | this->TerrainEffect = this->myScene->manager->loadEffect(GameManager::EFFECT_TERRAIN, L"shaders/terrain.obj");
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| 103 | }
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| 104 |
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| 105 | //
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| 106 | // Save Frequently Accessed Parameter Handles
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| 107 | //
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| 108 | TexHandleTop = TerrainEffect->GetParameterByName(0, "Top");
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| 109 | TexHandleSlope = TerrainEffect->GetParameterByName(0, "Slope");
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| 110 | TexHandleBottom = TerrainEffect->GetParameterByName(0, "Bottom");
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| 111 | AmbientHandle = TerrainEffect->GetParameterByName(0, "Ambient");
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| 112 | SunDirectionHandle = TerrainEffect->GetParameterByName(0, "Sun_Direction");
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| 113 | ShaderTechHandle = TerrainEffect->GetTechniqueByName("TerrainShader");
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| 114 |
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| 115 | //
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| 116 | // Set Effect Parameters
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| 117 | //
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| 118 |
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| 119 | //
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| 120 | // Set texture
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| 121 | IDirect3DTexture9* tex = 0;
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| 122 | tex = this->myScene->manager->resManager.loadTexture(this->texture0);
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| 123 | TerrainEffect->SetTexture(TexHandleTop, tex);
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| 124 |
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| 125 | tex = 0;
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| 126 | tex = this->myScene->manager->resManager.loadTexture(this->texture1);
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| 127 | TerrainEffect->SetTexture(TexHandleSlope, tex);
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| 128 |
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| 129 | tex = 0;
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| 130 | tex = this->myScene->manager->resManager.loadTexture(this->texture2);
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| 131 | TerrainEffect->SetTexture(TexHandleBottom, tex);
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| 132 |
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| 133 | //set light for shader::
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| 134 | Vector temp = this->myScene->getSunDirection();
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| 135 | temp.normalize();
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| 136 |
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| 137 | D3DXVECTOR4 lightDirection(-temp.x, -temp.y, -temp.z, 0);
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| 138 |
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| 139 | TerrainEffect->SetVector(SunDirectionHandle, &lightDirection);
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| 140 | TerrainEffect->SetVector(AmbientHandle, &D3DXVECTOR4(0.4f, 0.4f, 0.4f, 0));
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| 141 | }
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| 142 |
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| 143 | float Terrain::getHeight(float x, float z)
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| 144 | {
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| 145 | if(x<0 || z<0 || x>this->getSizeX() || z>this->getSizeZ() )
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| 146 | return 0;
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| 147 |
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| 148 | x = x/this->cellSpacing;
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| 149 | z = z/this->cellSpacing;
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| 150 | int x_int = (int)x;
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| 151 | int z_int = (int)z;
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| 152 |
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| 153 | float height1 = heightmap[x_int + z_int * this->numVertsPerCol] + (x - x_int)*(heightmap[x_int +1 + z_int * this->numVertsPerCol] - heightmap[x_int + z_int * this->numVertsPerCol]);
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| 154 | float height2 = heightmap[x_int + (z_int+1) * this->numVertsPerCol] + (x - x_int)*(heightmap[x_int +1 + (z_int+1) * this->numVertsPerCol] - heightmap[x_int + (z_int+1) * this->numVertsPerCol]);
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| 155 | return (height1 + (z - z_int) * (height2 - height1));
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| 156 | }
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| 157 |
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| 158 | float Terrain::getOriginalHeight(float x, float z)
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| 159 | {
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| 160 | if(x<0 || z<0 || x>this->getSizeX() || z>this->getSizeZ() )
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| 161 | return 0;
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| 162 |
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| 163 | x = x/this->cellSpacing;
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| 164 | z = z/this->cellSpacing;
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| 165 | int x_int = (int)x;
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| 166 | int z_int = (int)z;
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| 167 |
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| 168 | float height1 = originalHeightmap[x_int + z_int * this->numVertsPerCol] + (x - x_int)*(originalHeightmap[x_int +1 + z_int * this->numVertsPerCol] - originalHeightmap[x_int + z_int * this->numVertsPerCol]);
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| 169 | float height2 = originalHeightmap[x_int + (z_int+1) * this->numVertsPerCol] + (x - x_int)*(originalHeightmap[x_int +1 + (z_int+1) * this->numVertsPerCol] - originalHeightmap[x_int + (z_int+1) * this->numVertsPerCol]);
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| 170 | return (height1 + (z - z_int) * (height2 - height1));
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| 171 | }
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| 172 |
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| 173 | float Terrain::getSizeX() {
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| 174 | return (this->numVertsPerRow-1) * this->cellSpacing;
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| 175 | }
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| 176 |
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| 177 | float Terrain::getSizeZ() {
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| 178 | return (this->numVertsPerCol-1) * this->cellSpacing;
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| 179 | }
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| 180 |
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| 181 | float Terrain::getSlopeX(float x, float z) {
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| 182 | if(x<0 || z<0 || x>this->getSizeX() || z>this->getSizeZ() )
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| 183 | return 0;
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| 184 |
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| 185 | x = x/this->cellSpacing;
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| 186 | z = z/this->cellSpacing;
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| 187 | int x_int = (int)x;
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| 188 | int z_int = (int)z;
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| 189 |
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| 190 | return heightmap[(x_int + 1) + z_int*this->numVertsPerCol] - heightmap[x_int + z_int*this->numVertsPerCol];
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| 191 | }
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| 192 |
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| 193 | float Terrain::getSlopeZ(float x, float z) {
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| 194 | if(x<0 || z<0 || x>this->getSizeX() || z>this->getSizeZ() )
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| 195 | return 0;
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| 196 | x = x/this->cellSpacing;
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| 197 | z = z/this->cellSpacing;
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| 198 | int x_int = (int)x;
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| 199 | int z_int = (int)z;
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| 200 |
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| 201 | return heightmap[(x_int) + (z_int+1)*this->numVertsPerCol] - heightmap[x_int + z_int*this->numVertsPerCol];
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| 202 | }
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| 203 |
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| 204 | void Terrain::impact(float x, float z, int powerRadius) {
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| 205 | //radius must never be larger than patchSize!
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| 206 | if(powerRadius>patchSize)
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| 207 | powerRadius = patchSize;
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| 208 |
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| 209 | //round impacts to int
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| 210 | int x_int = (int)(((int)(x + 0.5))/this->cellSpacing);
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| 211 | int z_int = (int)(((int)(z + 0.5))/this->cellSpacing);
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| 212 |
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| 213 | //check that the impact is inside the terrain:
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| 214 | if (x_int - powerRadius < 0) {
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| 215 | x_int = powerRadius;
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| 216 | x = x_int * this->cellSpacing;
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| 217 | }
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| 218 | if (z_int - powerRadius < 0) {
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| 219 | z_int = powerRadius;
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| 220 | z = z_int * this->cellSpacing;
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| 221 | }
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| 222 | if (x_int + powerRadius > this->numVertsPerRow-1) {
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| 223 | x_int = this->numVertsPerRow - powerRadius -2;
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| 224 | x = x_int * this->cellSpacing;
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| 225 | }
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| 226 | if (z_int + powerRadius > this->numVertsPerCol-1) {
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| 227 | z_int = this->numVertsPerCol - powerRadius -2;
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| 228 | z = z_int * this->cellSpacing;
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| 229 | }
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| 230 |
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| 231 | float impactheight = this->getOriginalHeight(x, z) + powerRadius*2*this->cellSpacing/3;
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| 232 |
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| 233 | //calculate patch coordinates
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| 234 | int patch_x=(int)x_int/patchSize;
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| 235 | int patch_z=(int)z_int/patchSize;
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| 236 |
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| 237 | //calculate patch number
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| 238 | int patchNumber = (numVertsPerCol-1)/patchSize * patch_z + patch_x;
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| 239 |
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| 240 | //calculate local coordinates (in patch)
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| 241 | int local_x = x_int - patch_x * patchSize;
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| 242 | int local_z = z_int - patch_z * patchSize;
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| 243 |
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| 244 | int leftBorder = local_x - powerRadius;
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| 245 | int rightBorder = local_x + powerRadius;
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| 246 | int topBorder = local_z - powerRadius;
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| 247 | int bottomBorder = local_z + powerRadius;
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| 248 |
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| 249 | //check patches in the middle
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| 250 | //update central patch
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| 251 | updatePatch(patchNumber, max(leftBorder, 0), max(topBorder, 0), min(rightBorder, patchSize), min(bottomBorder,patchSize), powerRadius, impactheight, (int)x, (int)z, patch_x, patch_z);
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| 252 | if(topBorder <= 0) {
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| 253 | //top middle patch affected
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| 254 | updatePatch(patchNumber - (numVertsPerCol-1)/patchSize, max(leftBorder,0), patchSize+topBorder, min(patchSize, rightBorder), patchSize, powerRadius, impactheight, (int)x, (int)z, patch_x, patch_z-1);
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| 255 | }
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| 256 | if (bottomBorder >= patchSize) {
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| 257 | //bottom middle patch affected
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| 258 | updatePatch(patchNumber + (numVertsPerCol-1)/patchSize, max(leftBorder,0), 0, min(patchSize, rightBorder), bottomBorder-patchSize, powerRadius, impactheight, (int)x, (int)z, patch_x, patch_z+1);
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| 259 | }
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| 260 |
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| 261 | //check patches on the left
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| 262 | if(leftBorder <= 0) {
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| 263 | //left patches are affected too
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| 264 | //middle left patch affected
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| 265 | updatePatch(patchNumber-1, patchSize+leftBorder, max(topBorder, 0), patchSize, min(bottomBorder,patchSize), powerRadius, impactheight, (int)x, (int)z, patch_x-1, patch_z);
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| 266 | if(topBorder <= 0) {
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| 267 | //top left patch affected
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| 268 | updatePatch(patchNumber - (numVertsPerCol-1)/patchSize -1, patchSize+leftBorder, patchSize+topBorder, patchSize, patchSize, powerRadius, impactheight, (int)x, (int)z, patch_x-1, patch_z-1);
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| 269 | }
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| 270 | if (bottomBorder >= patchSize) {
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| 271 | //bottom left patch affected
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| 272 | updatePatch(patchNumber + (numVertsPerCol-1)/patchSize -1, patchSize+leftBorder, 0, patchSize, bottomBorder-patchSize, powerRadius, impactheight, (int)x, (int)z, patch_x-1, patch_z+1);
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| 273 | }
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| 274 | }
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| 275 |
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| 276 | //check patches on the right
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| 277 | if(rightBorder >= patchSize) {
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| 278 | //right patches are affected too
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| 279 | //middle right patch affected
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| 280 | updatePatch(patchNumber+1, 0, max(topBorder, 0), rightBorder-patchSize, min(bottomBorder,patchSize), powerRadius, impactheight, (int)x, (int)z, patch_x+1, patch_z);
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| 281 | if(topBorder <= 0) {
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| 282 | //top right patch affected
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| 283 | updatePatch(patchNumber - (numVertsPerCol-1)/patchSize +1, 0, patchSize+topBorder, rightBorder-patchSize, patchSize, powerRadius, impactheight, (int)x, (int)z, patch_x+1, patch_z-1);
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| 284 | }
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| 285 | if (bottomBorder >= patchSize) {
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| 286 | //bottom right patch affected
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| 287 | updatePatch(patchNumber + (numVertsPerCol-1)/patchSize +1, 0, 0, rightBorder-patchSize, bottomBorder-patchSize, powerRadius, impactheight, (int)x, (int)z, patch_x+1, patch_z+1);
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| 288 | }
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| 289 | }
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| 290 | }
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| 291 |
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| 292 | void Terrain::updatePatch(int patchNumber, int x_top, int z_top, int x_bottom, int z_bottom, int powerRadius, float impactheight, int globalImpCenterX, int globalImpCenterZ, int patch_x, int patch_z) {
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| 293 | Vertex* pVertices;
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| 294 | LPD3DXPMESH * ppMesh = 0;
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| 295 | LPD3DXMESH * pMesh = 0;
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| 296 |
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| 297 | if(patchNumber<0 || patchNumber>=this->numberOfPatches) {
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| 298 | return;
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| 299 | }
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| 300 |
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| 301 | int x_offset = patch_x * patchSize;
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| 302 | int z_offset = patch_z * patchSize;
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| 303 |
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| 304 | D3DXCOLOR tempColor;
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| 305 | tempColor.r = 0;
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| 306 | tempColor.b = 0;
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| 307 | tempColor.g = 1;
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| 308 |
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| 309 | if(this->terrainPatches[patchNumber]->isPMesh()) {
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| 310 | ppMesh = this->terrainPatches[patchNumber]->getProgressiveMesh();
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| 311 | int CurrentFaces = (*ppMesh)->GetNumFaces();
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| 312 | (*ppMesh)->SetNumFaces((*ppMesh)->GetMaxFaces());
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| 313 |
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| 314 |
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| 315 | (*ppMesh)->LockVertexBuffer(D3DLOCK_DISCARD, (void**)&pVertices );
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| 316 |
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| 317 | for (int k = 0; k <= patchSize; k++) {
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| 318 | for(int l = 0; l <= patchSize; l++) {
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| 319 | int CurrentIndex = k*(patchSize+1) + l;
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| 320 |
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| 321 | float distance = (((pVertices[CurrentIndex].x+(x_offset*this->cellSpacing)) - globalImpCenterX) * ((pVertices[CurrentIndex].x+(x_offset*this->cellSpacing)) - globalImpCenterX) + ((pVertices[CurrentIndex].z+(z_offset*this->cellSpacing)) - globalImpCenterZ) * ((pVertices[CurrentIndex].z+(z_offset*this->cellSpacing)) - globalImpCenterZ));
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| 322 | //float distance = sqrt(((pVertices[CurrentIndex].x) - globalImpCenterX) * ((pVertices[CurrentIndex].x) - globalImpCenterX) + ((pVertices[CurrentIndex].z) - globalImpCenterZ) * ((pVertices[CurrentIndex].z) - globalImpCenterZ));
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| 323 |
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| 324 | float radQuadrat = powerRadius*this->cellSpacing * powerRadius*this->cellSpacing;
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| 325 |
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| 326 | if(radQuadrat >= distance) {
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| 327 | float depth = sqrt(radQuadrat - distance);
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| 328 | if (pVertices[CurrentIndex].y >= impactheight - depth) {
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| 329 | //update vertex in buffer
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| 330 | pVertices[CurrentIndex].y = max(0.55f, impactheight - depth);
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| 331 | pVertices[CurrentIndex].color = D3DCOLOR_COLORVALUE(tempColor.r,1-tempColor.r-tempColor.b,tempColor.b,0);
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| 332 | //update heightmap
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| 333 | heightmap[(z_offset+k) * this->numVertsPerCol + (x_offset+l)] = max(0.55f, impactheight - depth);
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| 334 | }
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| 335 | }
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| 336 | }
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| 337 | }
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| 338 |
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| 339 | (*ppMesh)->SetNumFaces(CurrentFaces);
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| 340 | } else {
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| 341 | pMesh = this->terrainPatches[patchNumber]->getMesh();
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| 342 | (*pMesh)->LockVertexBuffer( D3DLOCK_DISCARD, (void**)&pVertices );
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| 343 |
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| 344 | for (int k = z_top; k <= z_bottom; k++) {
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| 345 | for(int l = x_top; l <= x_bottom; l++) {
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| 346 |
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| 347 | int CurrentIndex = k*(patchSize+1) + l;
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| 348 |
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| 349 | float distance = (((pVertices[CurrentIndex].x+(x_offset*this->cellSpacing)) - globalImpCenterX) * ((pVertices[CurrentIndex].x+(x_offset*this->cellSpacing)) - globalImpCenterX) + ((pVertices[CurrentIndex].z+(z_offset*this->cellSpacing)) - globalImpCenterZ) * ((pVertices[CurrentIndex].z+(z_offset*this->cellSpacing)) - globalImpCenterZ));
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| 350 |
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| 351 | float radQuadrat = powerRadius*this->cellSpacing * powerRadius*this->cellSpacing;
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| 352 |
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| 353 | if(radQuadrat >= distance) {
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| 354 | float depth = sqrt(radQuadrat - distance);
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| 355 | if (pVertices[CurrentIndex].y >= impactheight - depth) {
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| 356 | pVertices[CurrentIndex].color = D3DCOLOR_COLORVALUE(tempColor.r,1-tempColor.r-tempColor.b,tempColor.b,0);
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| 357 | if(pVertices[CurrentIndex].y > 0.55f) {
|
---|
| 358 | //update vertex in buffer
|
---|
| 359 | pVertices[CurrentIndex].y = max(0.55f, impactheight - depth);
|
---|
| 360 |
|
---|
| 361 | //update heightmap
|
---|
| 362 | heightmap[(z_offset+k) * this->numVertsPerCol + (x_offset+l)] = max(0.55f, impactheight - depth);
|
---|
| 363 | }
|
---|
| 364 | }
|
---|
| 365 | }
|
---|
| 366 | }
|
---|
| 367 | }
|
---|
| 368 |
|
---|
| 369 | }
|
---|
| 370 |
|
---|
| 371 | if(this->terrainPatches[patchNumber]->isPMesh()) {
|
---|
| 372 | (*ppMesh)->UnlockVertexBuffer();
|
---|
| 373 | //(*ppMesh)->SetNumFaces((*ppMesh)->GetMaxFaces()/4);
|
---|
| 374 | } else {
|
---|
| 375 | (*pMesh)->UnlockVertexBuffer();
|
---|
| 376 | }
|
---|
| 377 |
|
---|
| 378 | //Recalculate PhysicMesh
|
---|
| 379 | NxActor* actor = this->terrainPatches[patchNumber]->getActor();
|
---|
| 380 | NxActorDesc* actorDesc = this->terrainPatches[patchNumber]->getActorDescriptor();
|
---|
| 381 | if(actor->getNbShapes()!=0) {
|
---|
| 382 | actor->releaseShape(*actor->getShapes()[0]);
|
---|
| 383 | actorDesc->shapes.popBack();
|
---|
| 384 | }
|
---|
| 385 | this->terrainPatches[patchNumber]->generatePhysicMesh(Object3d::COL_HEIGHTFIELD);
|
---|
| 386 | actor->createShape(this->terrainPatches[patchNumber]->pMeshShapeDesc);
|
---|
| 387 | this->terrainPatches[patchNumber]->setColDetGroup(UserContactReport::COLGROUP_TERRAIN);
|
---|
| 388 | actor->getShapes()[0]->setFlag(NX_SF_VISUALIZATION, false);
|
---|
| 389 | }
|
---|
| 390 |
|
---|
| 391 | Vector* Terrain::getNormals() {
|
---|
| 392 | // this function is needed for the normal calculation of the WHOLE heightmap
|
---|
| 393 | // therefore a temporary mesh is created, and the normals calculated with
|
---|
| 394 | // this mesh are copied into a vector array.
|
---|
| 395 | // this vector array is later used to set the proper normals in the terrain patches
|
---|
| 396 |
|
---|
| 397 | // create the array in which the normals are stored:
|
---|
| 398 | Vector *tempNormals = new Vector[this->numVertices];
|
---|
| 399 | memset(tempNormals, 0, this->numVertices);
|
---|
| 400 |
|
---|
| 401 | //creating mesh pointer
|
---|
| 402 | LPD3DXMESH pMesh;
|
---|
| 403 |
|
---|
| 404 | //generate mesh
|
---|
| 405 | HRESULT hr = D3DXCreateMeshFVF((this->numVertsPerCol-1) * (this->numVertsPerRow-1) * 2,
|
---|
| 406 | numVertices,
|
---|
| 407 | D3DXMESH_DYNAMIC,
|
---|
| 408 | Vertex::FVF_Flags,
|
---|
| 409 | DXUTGetD3DDevice(),
|
---|
| 410 | &pMesh
|
---|
| 411 | );
|
---|
| 412 |
|
---|
| 413 | if(hr != S_OK) {
|
---|
| 414 | this->myScene->manager->printToConsole("error occured during mesh initialization!");
|
---|
| 415 | }
|
---|
| 416 |
|
---|
| 417 | //vertices array:
|
---|
| 418 | Vertex* pVertices;
|
---|
| 419 | int count = 0;
|
---|
| 420 |
|
---|
| 421 | // fill the vertices:
|
---|
| 422 | int StartIndex = 0;
|
---|
| 423 | pMesh->LockVertexBuffer( 0, (void**)&pVertices );
|
---|
| 424 | for (int k = 0; k < this->numVertsPerCol; k++) {
|
---|
| 425 | for(int l = 0; l < this->numVertsPerRow; l++) {
|
---|
| 426 | int CurrentIndex = StartIndex + l;
|
---|
| 427 | pVertices[count++] = Vertex(l * cellSpacing, (float)heightmap[CurrentIndex], k * cellSpacing, 0,0,0,0x00000000,0,0);
|
---|
| 428 | }
|
---|
| 429 | StartIndex += numVertsPerRow;
|
---|
| 430 | }
|
---|
| 431 | pMesh->UnlockVertexBuffer();
|
---|
| 432 |
|
---|
| 433 | // fill the indices:
|
---|
| 434 | int baseIndex = 0;
|
---|
| 435 | WORD* pIndicesBig = NULL;
|
---|
| 436 | pMesh->LockIndexBuffer( 0, (void**)&pIndicesBig );
|
---|
| 437 | {
|
---|
| 438 | for(int k = 0; k < numVertsPerCol-1; k++)
|
---|
| 439 | {
|
---|
| 440 | for(int l = 0; l < numVertsPerRow-1; l++)
|
---|
| 441 | {
|
---|
| 442 | pIndicesBig[baseIndex] = (WORD)((k+1) * (numVertsPerRow) + l);
|
---|
| 443 | pIndicesBig[baseIndex + 1] = (WORD)(k * (numVertsPerRow) + l + 1);
|
---|
| 444 | pIndicesBig[baseIndex + 2] = (WORD)(k * (numVertsPerRow) + l);
|
---|
| 445 |
|
---|
| 446 | pIndicesBig[baseIndex + 3] = (WORD)((k+1) * (numVertsPerRow) + l + 1);
|
---|
| 447 | pIndicesBig[baseIndex + 4] = (WORD)(k * (numVertsPerRow) + l + 1);
|
---|
| 448 | pIndicesBig[baseIndex + 5] = (WORD)((k+1) * (numVertsPerRow) + l);
|
---|
| 449 |
|
---|
| 450 | // next quad
|
---|
| 451 | baseIndex += 6;
|
---|
| 452 | }
|
---|
| 453 | }
|
---|
| 454 | }
|
---|
| 455 | pMesh->UnlockIndexBuffer();
|
---|
| 456 |
|
---|
| 457 | //generate new DWORD array
|
---|
| 458 | DWORD *adjacencyInfo = new DWORD[pMesh->GetNumFaces() * 3];
|
---|
| 459 | memset(adjacencyInfo,0,pMesh->GetNumFaces() * 3);
|
---|
| 460 |
|
---|
| 461 | // Get the adjacency info of the mesh.
|
---|
| 462 | pMesh->GenerateAdjacency(0.0f, adjacencyInfo);
|
---|
| 463 |
|
---|
| 464 | // now compute the normals:
|
---|
| 465 | D3DXComputeNormals(pMesh, adjacencyInfo);
|
---|
| 466 |
|
---|
| 467 | // now copy the proper normals into the array:
|
---|
| 468 | pMesh->LockVertexBuffer( 0, (void**)&pVertices );
|
---|
| 469 | for(UINT i = 0; i < pMesh->GetNumVertices(); i++) {
|
---|
| 470 | tempNormals[i].x = pVertices[i].nx;
|
---|
| 471 | tempNormals[i].y = pVertices[i].ny;
|
---|
| 472 | tempNormals[i].z = pVertices[i].nz;
|
---|
| 473 | }
|
---|
| 474 | pMesh->UnlockVertexBuffer();
|
---|
| 475 |
|
---|
| 476 | //clean up:
|
---|
| 477 | delete [] adjacencyInfo;
|
---|
| 478 | pMesh->Release();
|
---|
| 479 |
|
---|
| 480 | return tempNormals;
|
---|
| 481 | }
|
---|
| 482 |
|
---|
| 483 | void Terrain::createTerrainPatches() {
|
---|
| 484 | float min_height = 1000; //needed for blending factors
|
---|
| 485 | float max_height = 0; //needed for blending factors
|
---|
| 486 |
|
---|
| 487 | // check & set max height values for multitex
|
---|
| 488 | for(UINT i = 0; i < this->heightmap.size(); i++) {
|
---|
| 489 | if (heightmap[i] < min_height) {
|
---|
| 490 | min_height = heightmap[i];
|
---|
| 491 | }
|
---|
| 492 | if (heightmap[i] > max_height) {
|
---|
| 493 | max_height = heightmap[i];
|
---|
| 494 | }
|
---|
| 495 | }
|
---|
| 496 | min_height /= 255;
|
---|
| 497 | max_height /= 255;
|
---|
| 498 |
|
---|
| 499 | //calculate normals
|
---|
| 500 | normals = getNormals();
|
---|
| 501 |
|
---|
| 502 | // create weights array for progressive mesh so no gaps between the patches appear!
|
---|
| 503 | float *weights = new float[(this->patchSize+1)*(this->patchSize+1)];
|
---|
| 504 | memset(weights, 0, (this->patchSize+1)*(this->patchSize+1));
|
---|
| 505 |
|
---|
| 506 | char temp[100];
|
---|
| 507 | sprintf(temp, "Number of terrain patches: %d", numberOfPatches);
|
---|
| 508 | this->myScene->manager->printToConsole(temp);
|
---|
| 509 |
|
---|
| 510 | int currentPatch = 0;
|
---|
| 511 |
|
---|
| 512 | for (int i = 0; i < (numVertsPerCol-1)/patchSize; i++) {
|
---|
| 513 | for (int j = 0; j < (numVertsPerRow-1)/patchSize; j++) {
|
---|
| 514 | //calculate current patch index
|
---|
| 515 | currentPatch = i*(numVertsPerCol-1)/patchSize + j;
|
---|
| 516 |
|
---|
| 517 | //generate Object3d for current patch and add it to the scene
|
---|
| 518 | //Object3d *p = (Object3d *) this->myScene->createNode(this->myScene->NODE_OBJECT3D, *this->myScene->getRoot(), true);
|
---|
| 519 | Object3d *p = (Object3d *) this->myScene->createNode(this->myScene->NODE_OBJECT3D, *this->myScene->getRoot(), false);
|
---|
| 520 |
|
---|
| 521 | //set bounding box to HUGE :)
|
---|
| 522 | p->minAABBox.x = minAABBox.y = minAABBox.z = 9999999;
|
---|
| 523 | p->maxAABBox.x = maxAABBox.y = maxAABBox.z = -9999999;
|
---|
| 524 |
|
---|
| 525 | SPTR<Renderer> renderer(new TerrainRenderer);
|
---|
| 526 | renderer->setScene(*this->myScene);
|
---|
| 527 | TerrainRenderer *temp = (TerrainRenderer*)renderer.get();
|
---|
| 528 | temp->setEffect(this->TerrainEffect);
|
---|
| 529 | this->myScene->connectNodeAndRenderer(*p, renderer);
|
---|
| 530 |
|
---|
| 531 | //set mesh position
|
---|
| 532 | //p->setPosition(0.0f, 0.0f, 0.0f);
|
---|
| 533 | p->setPosition(j * patchSize * cellSpacing, 0, i * patchSize * cellSpacing);
|
---|
| 534 |
|
---|
| 535 | //creating mesh pointer
|
---|
| 536 | LPD3DXMESH * pMesh = p->getMesh();
|
---|
| 537 |
|
---|
| 538 | //generate mesh
|
---|
| 539 | HRESULT hr = 0;
|
---|
| 540 | hr = D3DXCreateMeshFVF((patchSize * patchSize *2),
|
---|
| 541 | ((patchSize+1)*(patchSize+1)),
|
---|
| 542 | D3DXMESH_MANAGED,
|
---|
| 543 | Vertex::FVF_Flags,
|
---|
| 544 | DXUTGetD3DDevice(),
|
---|
| 545 | pMesh
|
---|
| 546 | );
|
---|
| 547 | if(hr != S_OK) {
|
---|
| 548 | this->myScene->manager->printToConsole("error occured during mesh initialization!");
|
---|
| 549 | }
|
---|
| 550 |
|
---|
| 551 | //vertices array:
|
---|
| 552 | Vertex* pVertices;
|
---|
| 553 | int count = 0;
|
---|
| 554 |
|
---|
| 555 | //lock vertex buffer
|
---|
| 556 | (*pMesh)->LockVertexBuffer( 0, (void**)&pVertices );
|
---|
| 557 |
|
---|
| 558 | // fill the vertices:
|
---|
| 559 | int StartIndex = i * patchSize * numVertsPerCol + j * patchSize;
|
---|
| 560 | for (int k = 0; k <= patchSize; k++) {
|
---|
| 561 | for(int l = 0; l <= patchSize; l++) {
|
---|
| 562 | int CurrentIndex = StartIndex + l;
|
---|
| 563 | // set the vertex data
|
---|
| 564 | pVertices[count] = Vertex(l * cellSpacing, (float)heightmap[CurrentIndex], k * cellSpacing, normals[CurrentIndex].x, normals[CurrentIndex].y, normals[CurrentIndex].z, 0x00000000, (float)(j*patchSize+l) * 1/this->numVertsPerRow*16, (float)(i*patchSize+k) * 1/this->numVertsPerCol*16);
|
---|
| 565 |
|
---|
| 566 | // check bounding box:
|
---|
| 567 | if (pVertices[count].x < p->minAABBox.x)
|
---|
| 568 | p->minAABBox.x = pVertices[count].x;
|
---|
| 569 | if (pVertices[count].y < p->minAABBox.y)
|
---|
| 570 | p->minAABBox.y = pVertices[count].y;
|
---|
| 571 | if (pVertices[count].z < p->minAABBox.z)
|
---|
| 572 | p->minAABBox.z = pVertices[count].z;
|
---|
| 573 | if (pVertices[count].x > p->maxAABBox.x)
|
---|
| 574 | p->maxAABBox.x = pVertices[count].x;
|
---|
| 575 | if (pVertices[count].y > p->maxAABBox.y)
|
---|
| 576 | p->maxAABBox.y = pVertices[count].y;
|
---|
| 577 | if (pVertices[count].z > p->maxAABBox.z)
|
---|
| 578 | p->maxAABBox.z = pVertices[count].z;
|
---|
| 579 |
|
---|
| 580 | // set the weight
|
---|
| 581 | if (l == 0 || k == 0 || l == patchSize || k == patchSize) {
|
---|
| 582 | weights[count] = 1.0f;
|
---|
| 583 | } else {
|
---|
| 584 | weights[count] = 0.0f;
|
---|
| 585 | }
|
---|
| 586 | count++;
|
---|
| 587 | }
|
---|
| 588 | StartIndex += numVertsPerRow;
|
---|
| 589 | }
|
---|
| 590 |
|
---|
| 591 | //unlock vertex buffer
|
---|
| 592 | (*pMesh)->UnlockVertexBuffer();
|
---|
| 593 |
|
---|
| 594 | // fill the indices:
|
---|
| 595 | WORD* pIndices = NULL;
|
---|
| 596 | DWORD* attributeBuffer = NULL; //to define the subsets
|
---|
| 597 | int baseIndex = 0;
|
---|
| 598 | int attrCount = 0;
|
---|
| 599 | (*pMesh)->LockIndexBuffer( 0, (void**)&pIndices );
|
---|
| 600 | (*pMesh)->LockAttributeBuffer(0, &attributeBuffer);
|
---|
| 601 | (*pMesh)->LockVertexBuffer( 0, (void**)&pVertices );
|
---|
| 602 | {
|
---|
| 603 | for(int k = 0; k < patchSize; k++)
|
---|
| 604 | {
|
---|
| 605 | for(int l = 0; l < patchSize; l++)
|
---|
| 606 | {
|
---|
| 607 | pIndices[baseIndex] = (WORD)((k+1) * (patchSize+1) + l);
|
---|
| 608 | pIndices[baseIndex + 1] = (WORD)(k * (patchSize+1) + l + 1);
|
---|
| 609 | pIndices[baseIndex + 2] = (WORD)(k * (patchSize+1) + l);
|
---|
| 610 |
|
---|
| 611 | //if(pVertices[pIndices[baseIndex]].y == 0 && pVertices[pIndices[baseIndex + 1]].y == 0 && pVertices[pIndices[baseIndex + 2]].y == 0) {
|
---|
| 612 | // attributeBuffer[attrCount++] = 1;
|
---|
| 613 | //} else {
|
---|
| 614 | attributeBuffer[attrCount++] = 0;
|
---|
| 615 | //}
|
---|
| 616 |
|
---|
| 617 | pIndices[baseIndex + 3] = (WORD)((k+1) * (patchSize+1) + l + 1);
|
---|
| 618 | pIndices[baseIndex + 4] = (WORD)(k * (patchSize+1) + l + 1);
|
---|
| 619 | pIndices[baseIndex + 5] = (WORD)((k+1) * (patchSize+1) + l);
|
---|
| 620 |
|
---|
| 621 | //if(pVertices[pIndices[baseIndex + 3]].y == 0 && pVertices[pIndices[baseIndex + 4]].y == 0 && pVertices[pIndices[baseIndex + 5]].y == 0) {
|
---|
| 622 | // attributeBuffer[attrCount++] = 1;
|
---|
| 623 | //} else {
|
---|
| 624 | attributeBuffer[attrCount++] = 0;
|
---|
| 625 | //}
|
---|
| 626 |
|
---|
| 627 | // next quad
|
---|
| 628 | baseIndex += 6;
|
---|
| 629 | }
|
---|
| 630 | }
|
---|
| 631 | }
|
---|
| 632 | (*pMesh)->UnlockVertexBuffer();
|
---|
| 633 | (*pMesh)->UnlockAttributeBuffer();
|
---|
| 634 | (*pMesh)->UnlockIndexBuffer();
|
---|
| 635 |
|
---|
| 636 | // assign material array:
|
---|
| 637 | p->Materials.push_back(standardMats[0]);
|
---|
| 638 |
|
---|
| 639 | // assign textures:
|
---|
| 640 | for (UINT k = 0; k < this->Textures.size(); k++) {
|
---|
| 641 | p->Textures.push_back(this->Textures[0]);
|
---|
| 642 | }
|
---|
| 643 |
|
---|
| 644 | // assign colours for multitexturing:
|
---|
| 645 | Vector nach_oben (0,1,0);
|
---|
| 646 | (*pMesh)->LockVertexBuffer( 0, (void**)&pVertices );
|
---|
| 647 | for (int k = 0; k < (patchSize+1); k++) {
|
---|
| 648 | for (int l = 0; l < (patchSize+1); l++) {
|
---|
| 649 | int curPatch = k * (patchSize + 1) + l;
|
---|
| 650 |
|
---|
| 651 | D3DXCOLOR tempColor;
|
---|
| 652 |
|
---|
| 653 | Vector vertnormal(pVertices[curPatch].nx, pVertices[curPatch].ny, pVertices[curPatch].nz);
|
---|
| 654 | tempColor.r = (pVertices[curPatch].y / 255 - min_height) * (1 / (max_height-min_height));
|
---|
| 655 | tempColor.b = 1 - tempColor.r;
|
---|
| 656 | tempColor.g = (nach_oben.dotProd(vertnormal));
|
---|
| 657 |
|
---|
| 658 | //versuch das ganze zu verbessern:
|
---|
| 659 | if(tempColor.g < 0.9) {
|
---|
| 660 | tempColor.g *= tempColor.g * tempColor.g;
|
---|
| 661 | tempColor.r *= tempColor.g;
|
---|
| 662 | tempColor.b *= tempColor.g;
|
---|
| 663 | } else {
|
---|
| 664 | tempColor.g = 0;
|
---|
| 665 | }
|
---|
| 666 |
|
---|
| 667 | pVertices[curPatch].color = D3DCOLOR_COLORVALUE(tempColor.r,1-tempColor.r-tempColor.b,tempColor.b,0);
|
---|
| 668 | }
|
---|
| 669 | }
|
---|
| 670 | (*pMesh)->UnlockVertexBuffer();
|
---|
| 671 |
|
---|
| 672 | // model creation finished, set value to true
|
---|
| 673 | p->setModelLoaded(true);
|
---|
| 674 |
|
---|
| 675 | //PhysicHeightfield Stuff
|
---|
| 676 | p->generatePhysicMesh(p->COL_HEIGHTFIELD);
|
---|
| 677 | p->setBehaveAs(p->KINEMATIC);
|
---|
| 678 | p->setColDetGroup(UserContactReport::COLGROUP_TERRAIN);
|
---|
| 679 | p->getActor()->setSolverIterationCount(2);
|
---|
| 680 | p->getActor()->getShapes()[0]->setFlag(NX_SF_VISUALIZATION, false);
|
---|
| 681 |
|
---|
| 682 | // convert to progressive mesh
|
---|
| 683 | // ich nehm das mal raus, zum zeit sparen beim laden
|
---|
| 684 | //p->generateAndUsePMesh(weights);
|
---|
| 685 |
|
---|
| 686 | //adding patch to vector
|
---|
| 687 | terrainPatches.push_back(p);
|
---|
| 688 | }
|
---|
| 689 | }
|
---|
| 690 | delete [] weights;
|
---|
| 691 | delete [] normals;
|
---|
| 692 | }
|
---|